• Title/Summary/Keyword: 영화의 예술로서의 몽타주 연구

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A Study on the Correlation of the Theory of Montage in Film Arts with Animation (영상예술 몽타주이론과 애니메이션의 상관관계 연구)

  • Lee, Lee-Nam
    • Cartoon and Animation Studies
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    • s.9
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    • pp.199-219
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    • 2005
  • This paper is studying about how things are showed the montage theory and mis-en-scene effect in the screen media, what the concrete project's cases and how those theories have been supported to the animation's effects and its development. Besides, 1 tried to describe the shown things in the animation area, what the montage theory and mis-en-scene effect had been imported and expressed based on the screen studies of representative genre in the visual media. The purpose of this thesis suggests to help the creative animation scenes by liberal understanding and acceptance about the montage theory and mis-en-scene effect for the future animation's progressive aspect. With the improvement, there this thesis's suggestions could help the creative and special effects of animation asa part of Screen Arts, and would be the part of the progressive factors in the animation area.

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Pathos of S. Eisenstein's Film Form (에이젠쉬테인 영화형식의 파토스)

  • Kim, Jong-Guk
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.73-80
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    • 2015
  • Sergei Eisenstein explains pathos as the basic principles of artistic creation in "The Structure of the Film" written in 1939. The definition of pathos is embodied as effect to leap the audience in ecstasy. Pathos aiming at qualitative configuration of the audience's emotions is film form and the core of cinematic expression as important as montage. Eisenstein as one of the greatest film directors sought to theorize cinematic art. He wanted to fuse the creative and theory of film through principles such as the collision montage, intellectual image, and construction of pathos. This study explores the background of the discussion that Eisenstein going beyond the status as an artist wanted to experiment with montage to lead the change in audience and build pathos effect in the extended. This article examines the meaning of pathos in works of art he explained. It should also be understood the construction of pathos for changing the emotion of the audience through the example of the film he analyzed.

A Comparative Study of Chinese and Western Film Colors (중국과 서양 영화의 색채 비교 연구)

  • Wu, Xiao-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.131-138
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    • 2019
  • The film enters the color film from black and white, and the screen image changes qualitatively. The color in the film not only has the reproduction function of the restoration object like the objective appearance, but also has the function of conveying different subjective emotions. It can express the color and can't express it. The artistic effect conveys the information content that the story itself can't convey, so the color of the film becomes an important part of the film language. The color in the film is presented on the screen in the form of single-screen color, scene color, full-color color tone, and various color chains designed according to different contradictions and conflicts. Because the film art and art means are assembled by montage, he colors in the picture also form a montage form. People call it "color montage". People's subjective nature of color criticism and acceptance of color language also depend on various local tones. The accurate expression of the relationship, the unique attribute of color determines that the color must enter the structural state in order to express its unique charm. The color of the film only has the real aesthetic value when it enters the level of "color structure". This paper studies the color of Chinese and Western films from the differences between the color thinking of Chinese and Western film directors and the cultural implication of Chinese and Western film colors. The western film director emphasizes the structure of color and pays attention to the use of tonal montage to convey the characters. Emotions reflect the characteristics of a subjective color. Beginning with the "fifth-generation" director of Chinese film, the new journey of film color language has been opened. In the process of blending love and scenery, the film style of "image-in-one" has been achieved.

A Study on the Aesthetic Ontology of Digital Hybrid Image (디지털 하이브리드 이미지 존재론에 관한 연구)

  • Jeong, Heon
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.117-124
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    • 2019
  • This paper investigates how digital technology innovates the aesthetic ontology of film images. The modern civilization of computer and internet bring about the new ontology of film images. Digital hybrid image expands the contradictory combination of physical reality and filmic fantasy. It is inevitable to recount Walter Benjamin' s concept of mechanical reproduction in the age of digital cinema. The modern condition of image arts changes the concept of mechanical reproduction to the logic of digital configuration. In addition, computer simulation innovates the film aesthetics of montage to the aesthetics of digital collage. The technological and aesthetical development of computer simulation and internet network leads to the new ontology of digital hybrid images. This study suggests a new theoretic point that the aesthetic ontology of digital hybrid images leads to the expansion of filmic fantasy and expression.

A Study on the Development of Film with the Advancement of Editorial Techniques (편집기법의 진보와 영화의 발전에 관한 대한 연구)

  • Huang, Lixiang;Choi, Wonho
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.87-88
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    • 2019
  • 영화에서의 표현 방식은 매우 중요한다. 하나의 이야기가 편집 기법을 통해 상반된 내용으로 바뀔 수도 있기 때문이다. 때문에 편집 기법은 점점 정교해지고 있으며, 이에 따라 영화 예술도 추동되고 있다. 연구자는 영화의 연출과 구성, 리듬과 몽타주 등의 기법을 분석하여 편집이 영화에 끼치는 영향에 대해 연구하고자 한다. 그럼으로써 편집 기법과 영화의 상호성에 대한 체계화에 기여하고자 한다.

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Beginnings of Mixed Reality : 20th Century Visual and Interactive Art (혼합현실의 단초 - 20세기 영상예술과 인터랙티브 아트를 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.32
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    • pp.315-333
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    • 2013
  • This study aims to investigate that today's Mixed Reality Technology did not appear suddenly but has its beginnings in 20th century Visual and Interactive Art. First, Photographic Art expressed three-D on the two-dimensional plane and mixed images of reality and virtuality. Photogram made people experience both two-dimensional images and three-dimensional effects concurrently, and Photomontage combined various photos and mixed reality and virtuality. Next, Cinema tried to combine virtuality and reality using objets and CG. Early Cinema composed films and real objets. As computer technology developed, Cinema composed objet CG on real images and then tried background CG compositing. Finally, Telepresence Art tried a new possibility of Mixed Reality breaking the boundary between reality and virtuality, subject and object. It oscillates between virtual space in reality and real space in virtuality, or represents Mixed Reality by remote control of long distance participants. In the future, for the development and direction of Mixed Reality, there will be more need of referring to Visual and Interactive Art.

Style for a Study on Visual Tactility of Game Animation (게임에니메이션의 시각적 촉각성 연구)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.110-117
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    • 2006
  • With the New media of present age we are living at, strongly entice consumers through various sensible technology and give influences on our life. They are visually formed but make us feel them as if formed tactile. The masses of today are meeting media through all the senses in daily life according to the spread of on-line media and in such course they want momentary and tactile share. Since appearance of mass society and cinema following such current, art has appealed to dispersive and tactile perception, and such public way of perception makes it possible to experience 'visual tactility' in daily life in accordance with the development of on-line game culture among others. The shock effects, given by editing of game animations which are produced for epic experience of on-line game, arouse tactility in addition to visibility. Under this assumption and on the basis of visual tactility theory as well as montage theory of image by Walter Benjamin, the research intends to explain that public tactile shock does not result from simple graphic effect but from montage effect and dispersive acceptance.

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Dziga Vertov's Film Theory of Soviet Silent Film -By Comparison between Montage Theory of Sergei Eisenstein and Dziga Vertov Film Theory- (소비에트 무성영화의 지가 베르토프 영화이론 -세르게이 에이젠슈테인의 몽타주론을 비교중심으로-)

  • Jeon, Pyoung-Kuk;Kim, Noh-Ik
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.147-158
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    • 2010
  • The Soviet Silent Films in the 1920s, produced a brilliant prosperity in the history of world films in the cultural and artistic aspects. Among them, Dziga Vertov was a film theorists and a practitioner along with Sergei M. Einstein played a pivotal role in the contemporary soviet films at the time. But the film theories of Vetro is incorrectly recognized or specialized compared to the theories of Eisenstein. But Deleuze has stated that the short in the movie of Vertov is able to deliver a meaning and an impact and he has emphasized that a short can be significant by itself by focusing on the 'truth' which a documentary must have. His film theories are based on futurism and constructivism and use the 'kino-eye' method and 'Interval' theory to summarize and organize his movies into 'movie-truth' principal and 'life as itself' concept. Deleuze the purpose of this research is to analyze with the Vertov core of film theory and every theory of kino eye as the foundation and by comparing the Montage Theory of Sergei Eisenstein and applying Deleuze's Image Theory. Furthermore, it can be insufficient to discuss the film commercial achievements of Vertov as a result of inadequacy of previous research but it will further study his innovative methods and depth of his theories in his representation form in the documentary films.

The study of analysis film-making style in Stanley Kubrick's film (Focusing on his' film "The Clockwork orange(1971)") (스탠리 큐브릭 감독의 영상 스타일 분석 연구 (그의 영화"시계태엽오렌지(1971)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.453-461
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    • 2017
  • The video image in the movie has become more spectacular than ever, and the expression area and the subject have been infinitely expanded, but it can not be said that the range of imagination has expanded. Instead, the 60s and 70s, which were the epochs of popular culture, The film that implements the artististic visual style and expression style of the artist. Stanley Kubrick's "Clockwork Orange", which has been pursuing technological perfection and experimental style, was created using traditional video grammar and gained a great repercussion with outstanding material and high artistic expression technique at that time. These techniques have led audiences to rational observation through irony, rather than emotional sympathy for the situation, for extreme violence and sensational films. This is because the purpose of the director was not to be in technological perfection but to reveal the contradictions of the real society and to reflect on the meaning of the existence of society itself. These creative traditional visual grammar and expression methods are a good visual style that enables the intentionally transmitted message to be transmitted more intensely and effectively, and the artistic depth can be created at the same time by unconsciously perceiving the meaning present on the back to the audience.